I'm curious, based upon the apparently strong opinions on both sides of the matter, if the "issue with the shop" couldn't be rectified with a "Merchant Gold" (Sorry, I've only got 64 gold left) for selling things, and a more random smattering of equipment in the shop for purchase, as well as a limited number of the "newer" items to limit the capacity to walk in and demand 8 full suits of the absolute pinnacle of technology and get them passed over the counter immediately.
Malsqueek
I certainly like to presence of the shop, but your suggestion of removing it (in its current incarnation) is quite appealing to me for the purpose of helping balance the city-aspect gold income. In particular the suggestion that spoils of war be transferred into materials was good. Imagine also, if rather than selling the "Blazing axe of Doom" you got to break it into 12 Iron, 6 Crystal, and some other such. Wolf pelts acting as a "1 free set of leather armor" material, offsetting production.
I'm posting this in the hopes that it gets seen by the powers that be for some consideration in improving the Tactical AI. We have come a long way, but there are still some things that need addressed. For the sake of comparison, I generally have 2 Champions on mounts (Melee and Ranged with Heal/Haste/Slow), 2 Archers, 1-2 Spearmen ("Hammers"), and 2 Defenders ("Anvils"). There is occasionally a 9th unit, but its rarely necessary. [b]AI Targeting[/b] Our oppon
[quote who="nitey" reply="184" id="3095114"] Light Plate mail was developed to counter the threat of Longbows and the crossbow was developed. Heavier plate was ultimately countered by heavy crossbows. [/quote] One additional Caveat with this. The crossbow was not expressly designed to "puncture plate" as the metalworking techniques of the time were unable to create practical metal armor thick enough to protect against a properly angled arrow (hence all the angles on lat
I also voted FAIR. You guys are already MILES ahead of where you were at any point in EWoM, but there are things really making it lackluster for me. - Magic: There needs to be more magic. Lots, and lots and LOTS more. 2 spells per element level plus a small handful of random others is WAY not enough. There needs to be more spells for tactical combat, more for city buffs, and more useful things all around. Why are there no earth spells that give a
Just like it says on the tin. I'm in the middle of a game where Tarth is sending 2-3 armies at me every few turns, and they are almost always stacked on the same tile. The impact here is that you can't see (easily, if at all) everything that you are dealing with. Neither can you choose which army in the stack to attack. I've spent several turns working through these army stacks every time they happen, and if the AI were better at realizing the advantage, would make it WAY harder t
I have to say, perhaps I'm doing it wrong, but pretty much all of the games I have played since the FE beta started have either had me restarting because my position sucked horribly (no more than 6 "working" tiles on any placement within 5 turns of start), or have seen my attempt at growth stymied by two nearby competitors who essentially walled me in with their ZoC, and let my cities choke. Without the capacity to build many cities to get lots of population, I real
I'm in the "minimal if any" changes camp with outposts. Troops should disappear into them and heal better like in cities. Heroes should have access to a limited and random (from city available goods) shop at them. It would be ok if they could be upgraded once with an upkeep to +sight, +defense for stationed troops, or +1 ZOC. The other stuff sounds kinda neat, but would really muddy the purpose of cities vs outposts.
I could get behind the installation of a per city "Governor" city-building OPTION, with military-growth-gold settings. However, making the cities auto-build removes one of the fundamental qualities that make these turn-based conquest games what they are. The CHOICES, the ability to micro manage your empire in various ways to achieve different results. Setting the city/empire aspect of this game to auto as the standard setting pushes it that much closer to being MOO 3. N
Suggestions first. * Is it possible to have the build queue be drag-and-drop to reorder things quickly for a city if you need to? I went to war and needed to push back a building to move up a few archers. While it could have been as simple as dragging the icon and moving it back, it involved opening up a couple menus to get fixed. * When trained units spawn, they do so outside the city that trained them while there is still plenty of room. When your kingdom is under attack, th
Sovereign weakness that reduces Constitution by 3 and only allows the unit to heal 1hp/turn (normally a unit heals level/turn and double that when they re in a city). Ideas: [b]Decrepit[/b] -or- [b]Infirm[/b] -or- [b]Sickly Childhood[/b]
Absolutely. I fully support the idea of having sliders for population in the various "industries".
Well, for one, I suspect a large chunk of the current owners would demand a full refund, considering we bought the game primarily because it was a fantasy 4x with Tactical Combat. At least I would. I already own plenty of 4x games without good Tactical Combat, and only 1 with (2: pending E:WoM's improvement)
Unit Abilities: [b]Destined for Greatness[/b]- Unit starts at 2nd level Armor: [b]Hadrian's Bulwark[/b] - A magical breastplate with increased defense Monsters: [b]Sorrow, The Crone[/b]- Better name for a Giant Black Widow Spider
If there are going to be unique traits, what is the chance of having them modify the name of the champion/sovereign with them? It would add more flavor to the game, identify champions and sovereigns with really powerful talents, and make them feel (at least as far as I'm concerned) a little cooler.
[quote who="Lord Cobol" reply="28" id="2906827"] Some heroes were just plain much better than others, mostly because they had special traits like armor piercing, or one of the traits that gave them extra points of one stat every time they leveled-up. There were a bunch of these, for attack / defence / hit-points / magic-power, etc. This tied closely with price-to-hire and special spells to summon them. By contrast in Elemental I don't see much correlation between how p
[quote who="Dsraider" reply="39" id="2905510"] More models per unit striking allow them to scale weapons WAY back and still retain their effectiveness, which in turn allows them to re-balance armor. YEE-HAW. NO. A higher Attack and Defense to Hp Ratio is bad for so many reasons. Unit Hp should go up not down. Whats your average unit going to have? 2 Hp and 6 Attack? HP wouldn't matter ever, only defense would.....[/quote] You are making the as
[quote who="nates1984" reply="24" id="2905376"] Base HP lowered from 10 to 2 for trained units. This is the only one I'm worried about. The rest of the changes seem pretty nice though.[/quote] That's actually what I'm most excited about. 2hp x 4 models (new minimum) = 8 Hps for the unit. Assume then that leveling up gives each model an additional hp, and you can have a fully experienced basic unit with about 20 hps. (8+3*4) <p
[quote who="mqpiffle" reply="21" id="2902484"] It should be used as a means of determinig how good a caster someone is. If your essence isnt higher than the casting value of a spell, you cannot cast it. This is already in the game. Every spell has a stat prerequisite, usually intelligence. However the sovereign does not abide by this mechanic. They can cast any apell no matter how gimped they are.[/quote] Yes, I realize that this mechanic ex
[quote who="GW Swicord" reply="5" id="2902092"] For me, Elemental's early potential to be a ground-breaker in the fantasy TBS genre was all about the idea that essence was both an important stat for a major class of game unit and an expendable resource, with a 'mana econony' as the fundamental background. What I still don't get is how it became an either/or choice.[/quote] That's actually where I am as well. I LIKE the global mana pool, and mana maintenance. I thin
[quote who="mentalinstra" reply="7" id="2898529"]Half of the fun of this game is working hard to get better at it. When you take that away and cheat your way to a high ranking there's honestly no point in even logging on. Might as well just play through the campaign on casual and throw the game in the trash with that kind of approach.[/quote] Hey now, some of us are only looking forward to playing through the campaign and then calling it good. Of course, I want the "whole game" out fi
Hey, at least they don't all explode in your face at the same moment anymore.
I like the look of everything on that list, and am excited to get to try it. I just have one simple question for you, Brad; are any of these lovely improvements going to be rolled back on to E:WoM? The Tac Combat and such, for example?
[quote who="greywar" reply="99" id="2892569"] I didn't expect this thread to have this negative a connotation given the rabid fanboyism that has accompanied EWOM but holy crap. When a C is being counted as a "positive" post it might be time to sit back and start over.[/quote] I think that people realize that since the devs are asking, that they need to be honest. We could all say "nah, it's totally cool as is" but that doesn't reward the devs in the long run, and i
Starcraft 2; doesnt count for me for two reasons. First, I can't stand the multiplayer, and therefore, it is a single player game to me. Because it is a single player game to me, it was only 30% complete on release, and will not be purchased until I can purchase the entire game (probably another two decades on Blizzard time) Fallout; I've not yet purchased this game, but would like to when I get done with school. Release: EWoM: [b]F[/b]. Unplayable and u